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Player event export plus lua_object api
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+30
-4
@@ -138,6 +138,26 @@ LuaParser::LuaParser() {
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NPCArgumentDispatch[EVENT_TIMER] = handle_npc_timer;
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NPCArgumentDispatch[EVENT_DEATH] = handle_npc_death;
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PlayerArgumentDispatch[EVENT_SAY] = handle_player_say;
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PlayerArgumentDispatch[EVENT_DEATH] = handle_player_death;
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PlayerArgumentDispatch[EVENT_TIMER] = handle_player_timer;
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PlayerArgumentDispatch[EVENT_DISCOVER_ITEM] = handle_player_discover_item;
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PlayerArgumentDispatch[EVENT_FISH_SUCCESS] = handle_player_fish_forage_success;
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PlayerArgumentDispatch[EVENT_FORAGE_SUCCESS] = handle_player_fish_forage_success;
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PlayerArgumentDispatch[EVENT_CLICK_OBJECT] = handle_player_click_object;
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PlayerArgumentDispatch[EVENT_CLICK_DOOR] = handle_player_click_door;
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PlayerArgumentDispatch[EVENT_SIGNAL] = handle_player_signal;
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PlayerArgumentDispatch[EVENT_POPUP_RESPONSE] = handle_player_popup_response;
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PlayerArgumentDispatch[EVENT_PLAYER_PICKUP] = handle_player_pick_up;
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PlayerArgumentDispatch[EVENT_CAST] = handle_player_cast;
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PlayerArgumentDispatch[EVENT_TASK_FAIL] = handle_player_task_fail;
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PlayerArgumentDispatch[EVENT_ZONE] = handle_player_zone;
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PlayerArgumentDispatch[EVENT_DUEL_WIN] = handle_player_duel_win;
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PlayerArgumentDispatch[EVENT_DUEL_LOSE] = handle_player_duel_loss;
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PlayerArgumentDispatch[EVENT_LOOT] = handle_player_loot;
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PlayerArgumentDispatch[EVENT_TASK_STAGE_COMPLETE] = handle_player_task_stage_complete;
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PlayerArgumentDispatch[EVENT_TASK_COMPLETE] = handle_player_task_complete;
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L = nullptr;
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}
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@@ -463,10 +483,16 @@ int LuaParser::_EventSpell(std::string package_name, QuestEventID evt, NPC* npc,
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lua_createtable(L, 0, 0);
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//always push self
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Lua_Spell l_spell(&spells[spell_id]);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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//always push self even if invalid
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if(IsValidSpell(spell_id)) {
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Lua_Spell l_spell(&spells[spell_id]);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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} else {
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Lua_Spell l_spell(nullptr);
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luabind::object l_spell_o = luabind::object(L, l_spell);
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l_spell_o.push(L);
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}
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lua_setfield(L, -2, "self");
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auto arg_function = SpellArgumentDispatch[evt];
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